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Grandpa Troll

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I owe..I owe..it's off to work I go
Jul 2000 time: 00:18
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I come to Apolyton for the input, to learn the ways of the Jedi-Ctp'er, to post aggravating reviews about Faded Glory Well, just kidding, I mean, I wont play him online because he has lied, but overall I admire the way he plays, relentless, smart, very innovative, underhanded.............
I first came to Apolyton under the former name..DrDanger...then left and came back as Troll, why?.. Oh Yeah, because I was indeed Trolling to some people comments, mm..or should I say rather "pulling chains and pushing buttons!!"
But seriously, I am still here because Call To Power is the best game I have ever played. I really enjoy modding, although I am far from an expert. I enjoy the ability to change or alter settings to vary gameplay.
I also have to say that my wife sometimes gets offended by the time I play this game, but i have been playing since game came out,mmm..maybe 5 years now??
Keep up the great work here fellas & ladies, fellow CTP'ers, dont mess with Faded Glory, Paul,Blackice and MrGavrushka, among the best i have seen.
Yours In Civin
Troll
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J Bytheway
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England
Jul 2001 time: 05:18
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quote: Originally posted by Nimrod I already have an idead for the map, |
Well, I attach rules to let you play like this on a random map - I've just thrown them together so I'm not entirely sure that they work OK but I played for a few turns and nothing went amiss. I based it on the PBEM mod lite, as suggested, and it goes as follows:
I've given you a few techs and one fast-moving settler to start with, and then a free good, phalanx & mounted archer in the capital. You get 5000 PW and 10000 gold (which is almost certainly too much...).
I tried to change huts so you only got gold or barbarians (no techs, units, cities) but I appear to have eliminated huts altogether instead - but that doesn't matter, I suppose.
The main problem is that AI players crash the game as soon as they have a city (you can imagine what they're thinking - "OK, first we need a settler. What! No settlers . What do I do! I know, I'll crash the game... CRUNCH). This shouldn't matter for the mod since it's for multiplay, but it does make playtesting a drag because you have to play hotseat against yourself, which takes twice as long.
I also eliminated sea and space engineers.
Now you make that map of yours and we'll be ready to go. I recommend you don't make the whole of the rest of the map grassland, since a variety of terrains is what makes military campaigns so interesting. Just ensure the whole thing is symmetric.
Attachment: onecity.zip
This has been downloaded 0 time(s).
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FlameFlash
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Minnesota, USA
Dec 2001 time: 23:18
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What? I actually had a good idea?
Rather than symetrical, why not just make a random map... make sure there are no islands, but some kind of land bridge, and then would it be possible to build into the Mod the mandate to use that one map, and go ahead and start each player in the balanced starting spot? That way we wouldn't even have one fast moving settler, we'd just have the balanced city at the get-go... or would that be more in the lines of a scenario rather than just a MOD?
Just as a nicety, maybe give the first city a city wall for every player... just to make things a little more interesting.
I know I'd certainly like to jump in on a game of it when it starts up, especially since we wouldn't be able to worry too much about advances, just use what we have (but maybe start with the ability to build archers, mounted archers, legions, knights, and phalanxs? Maybe one musketeer as the start unit just for challenge and fun... see what people do with him... risk him in battle, or let him sit on his duff and protect the city.
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